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The old thread was closed since I wasn't able to edit OP any more due to some forum bug.

TextureReplacer is a plugin for Kerbal Space Program that allows you to replace stock textures and customise your Kerbals. Originally, it was created as an alternative to Universe Replacer, which significantly lowered frame rate and caused lags on vehicle switching. TextureReplacer has no such issues plus it has many other cool features. More specifically, it can:

replace stock textures with custom ones,

assign personalised skin and suit textures for each Kerbal,

assign suits based on class and experience level,

toggle between EVA suit and IVA suit without helmet in breathable atmosphere,

`shader`: Most shaders should be automatically mapped to their reflective counterparts. In some cases, however, there are no reflective version of a shader, so you will have to manually specify appropriate shader.

`colour`: Reflection is pre-multiplied by this RGB value before added to the material. `1.0 1.0 1.0` by default.

`interval`: Once in how many steps the reflection is updated. `1` by default.

`meshes`: Space- and/or comma-separated list of mesh names where to apply reflections. Reflection is applied to whole part if this parameter is empty or non-existent. You may find `logReflectiveMeshes` configuration option very helpful as it prints names of all meshes for each part with `TRReflection` module into your log.

One face of one reflection cube texture is updated every `reflectionInterval` frames (`4` by default, it can be changed in a configuration file), so each reflective part has to be updated six times to update all six texture faces. More reflective parts there are on the scene less frequently they are updated. `interval` field on TRReflection module can lessen the update rate for a part; e.g. `interval = 2` makes the part update half less frequently.

Personalised Kerbal Textures

Skins and suits are assigned either manually or automatically (configured in the GUI while configuration files can provide initial settings). "Random" assignment of skins and suits is based on Kerbals' names, which ensures the same skin/suit is always assigned to a given Kerbal. Additionally, special per-class suit can be set for each class.

Skin textures reside inside `Skins/` directory, each in its own subdirectory:

Suit textures' names are identical as for the default texture replacement except that class level variants of suit texture are possible. If `kerbalMain` is not present `kerbalMainGrey` is used for veterans. Each suit must reside inside its own directory:

One can also use additional configuration files; configuration is merged from all `*.cfg` files containing `TextureReplacer { ... }` as the root node. This should prove useful to developers of texture packs so they can distribute pack-specific skin/suit assignment rules in a separate file. All `*.cfg` files (including `@Default.cfg`) are processed in alphabetical order (the leading `@` in `@Default.cfg` ensures it is processed first and overridden by subsequent custom configuration files).

In short: you should supply blue normal maps when a texture has `NRM` suffix and is in PNG format (JPEGs and TGAs are not recommended for normal maps) and grey normal map for textures in DDS format or without `NRM` suffix.

Grey normal maps can be created by saving the standard blue normal map as a DDS with DXT5nm compression or by manually shuffling its channels RGBA -> GGGR.

Use DDS format for optimal RAM usage and loading times since DDS textures are not shadowed in RAM and can be pre-compressed and can have pre-built mipmaps.

TGA and JPEG images are not suitable for normal maps.

Try to keep dimensions of all textures powers of two.

KSP can only load TGAs with RGB or RGBA colours. Paletteised 256-colour TGAs cause corruptions in the game database!

By default, texture compression and mipmap generation are handled by [thread=59005]ATM[/thread] when it is present rather than by TextureReplacer.

KSP never generates mipmaps for PNGs and JPEGs. TextureReplacer fixes this by generating mipmaps under paths specified in the configuration file. Other images are omitted to avoid making UI icons of various plugins blurry when not using the full texture quality.

The planet textures being replaced are the high-altitude textures, which are also used in the map mode and in the tracking station. When getting closer to the surface those textures are slowly interpolated into the high-resolution ones that cannot be replaced by this plugin.

Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.

Skins: CC BY 4.0

This pack can be modified and distributed under the terms of CC BY 4.0
licence. The original author is Sylith, with additional modifications by
shaw and IOI-655362.

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I just installed this mod again, and I did copy the extras stuff, but parts aren't showing reflections......which is great....but that means I have diverse heads in the wrong spot. Where should that .cfg go?

(Thanks for letting me know how to turn off part reflections for future installs....yay!)

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I just installed this mod again, and I did copy the extras stuff, but parts aren't showing reflections......which is great....but that means I have diverse heads in the wrong spot. Where should that .cfg go?

(Thanks for letting me know how to turn off part reflections for future installs....yay!)

All CFGs will work anywhere inside GameData/. Of course, putting them into GameData/TextureReplacer/ is the most obvious choice.

- - - Updated - - -

Is this still mucking up contracts? Would like to use it but I don't want to lose contracts.

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Reflections are awesome. I love how this was like an upgraded and supported alternative to Universe Replacer and now it's so much more than that. Shame the old thread broke, but I suppose a fresh start isn't bad either.

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Is this still mucking up contracts? Would like to use it but I don't want to lose contracts.

TextureReplacer has never had an issue with messing up contracts. Whatever issue you were having was from a different mod, almost certainly.

That is what NathanKell told me and I usually trust him. I haven't tried it for myself.

Not sure where he heard that but if he told you it messed up his contracts he probably was having an issue with another mod and for some reason thought it was TextureReplacer's fault. This mod doesn't make any changes to those files, so I can't imagine any way it would be able to mess up contracts.

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It might be 7-4, im not sure if i modified the cloudslayers but that shouldnt affect the reflections ?

All the dll files from eve is from 11-26 2014

Nope, 7-4 files are dated 4/18 and it was just a license change from 7-3 anyways. Rbray started his experimentals build thread on the forums 11-22 so looks like you're running a very early experimental build. I'd try it myself but for some reason GitHub is responding but taking forever to load anything. Will try tomorrow